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Learning in a game-based virtual environment: a comparative evaluation in higher education
16 references·2 citing·32 second hop
Learning in a game-based virtual environment: a comparative evaluation in higher education (2012)Learning in a game-based virtual environm…Journal of Universal Computer Science (2020)Journal of Universal Computer…Digital Game-Based Learning (2020)Digital Game-Based LearningSerious games as new educational tools: how effective are they? A meta‐analysis of recent studies (2012)Serious games as new educatio…A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…Beyond Edutainment: Exploring the Educational Potential of Computer Games (2011)Beyond Edutainment: Exploring…The Learning Way (2008)The Learning WayOverview of research on the educational use of video games (2006)Overview of research on the e…Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)Digital Game-Based Learning: …How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? (2005)How can exploratory learning …The Next Generation of Educational Engagement (2004)The Next Generation of Educat…A Review of Scholarship on Assessing Experiential Learning Effectiveness (2004)A Review of Scholarship on As…Research design: qualitative, quantitative, and mixed methods approaches (2003)Research design: qualitative,…Digital game-based learning (2003)Digital game-based learningGames, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Research Design: Qualitative, Quantitative, and Mixed Methods Approaches (1994)Research Design: Qualitative,…Handbook on Formative and Summative Evaluation of Student Learning (1972)Handbook on Formative and Sum…The Effect of Simulations and Games on Learning Objectives in Tertiary Education: A Systematic Review (2016)The Effect of Simulations and…Towards the gamification of inquiry-based flipped teaching of mathematics a conceptual analysis and framework (2015)Towards the gamification of i…What Video Games Have to Teach Us about Learning and Literacy (2004)Serious Games : An Overview (2007)The ECAR Study of Undergraduate Students and Information Technology, 2007 (2007)Information technology and Gen Z: The role of teachers, the internet, and technology in the education of young people (2021)Experiential Learning : Experience as the Source of Learning and Development (1983)New Vocabularies in Film Semiotics (2005)Learning in immersive worlds: A review of game-based learning (2006)Educational game design for online education (2008)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)A meta-analysis of the cognitive and motivational effects of serious games. (2013)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Why do people play on-line games? An extended TAM with social influences and flow experience (2003)Enjoyment: At the Heart of Media Entertainment (2004)Gamifying learning experiences: Practical implications and outcomes (2013)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Handbook of Self-Regulation of Learning and Performance (2017)Using Mixed-Methods Sequential Explanatory Design: From Theory to Practice (2005)Case study research: design and methods (2011)Exploring the credibility of online celebrities' Instagram profiles in influencing the purchase decisions of young female users (2016)Integrating quantitative and qualitative research: how is it done? (2006)Achieving Effective Remote Working During the COVID‐19 Pandemic: A Work Design Perspective (2020)The Theory and Practice of Online Learning (2008)Formative assessment in higher education: Moves towards theory and the enhancement of pedagogic practice (2003)ASSESSMENT – SUMMATIVE AND FORMATIVE – SOME THEORETICAL REFLECTIONS (2005)Professional Development in Integrating Technology Into Teaching and Learning: Knowns, Unknowns, and Ways to Pursue Better Questions and Answers (2007)A Comparison between Concept Maps, Mind Maps, Conceptual Diagrams, and Visual Metaphors as Complementary Tools for Knowledge Construction and Sharing (2006)A systemic and cognitive view on collaborative knowledge building with wikis (2008)Artificial intelligence in supply chain management: theory and applications (2009)Digital Natives, Digital Immigrants Part 1 (2001)Foundations of Game-Based Learning (2015)
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341 cited
  • 2011Beyond Edutainment: Exploring the Educational Potential of Computer Games289 cited
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    • 2016The Effect of Simulations and Games on Learning Objectives in Tertiary Education: A Systematic Review45 cited
    • 2015Towards the gamification of inquiry-based flipped teaching of mathematics a conceptual analysis and framework36 cited